-void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z)
-{
- out->m[0][0]=x;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=y;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=z;
- out->m[2][3]=0.0f;
-}
-
-void Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale)
-{
- double angle, sr, sp, sy, cr, cp, cy;
-
- angle = yaw * (M_PI*2 / 360);
- sy = sin(angle);
- cy = cos(angle);
- angle = pitch * (M_PI*2 / 360);
- sp = sin(angle);
- cp = cos(angle);
- angle = roll * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
- out->m[0][0] = (cp*cy) * scale;
- out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
- out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
- out->m[0][3] = x;
- out->m[1][0] = (cp*sy) * scale;
- out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
- out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
- out->m[1][3] = y;
- out->m[2][0] = (-sp) * scale;
- out->m[2][1] = (sr*cp) * scale;
- out->m[2][2] = (cr*cp) * scale;
- out->m[2][3] = z;
-}
-
-void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
-{
- vx[0] = in->m[0][0];
- vx[1] = in->m[1][0];
- vx[2] = in->m[2][0];
- vy[0] = in->m[0][1];
- vy[1] = in->m[1][1];
- vy[2] = in->m[2][1];
- vz[0] = in->m[0][2];
- vz[1] = in->m[1][2];
- vz[2] = in->m[2][2];
- t[0] = in->m[0][3];
- t[1] = in->m[1][3];
- t[2] = in->m[2][3];
-}
-
-void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
-{
- out->m[0][0] = vx[0];
- out->m[0][1] = vy[0];
- out->m[0][2] = vz[0];
- out->m[0][3] = t[0];
- out->m[1][0] = vx[1];
- out->m[1][1] = vy[1];
- out->m[1][2] = vz[1];
- out->m[1][3] = t[1];
- out->m[2][0] = vx[2];
- out->m[2][1] = vy[2];
- out->m[2][2] = vz[2];
- out->m[2][3] = t[2];
-}
-
-void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
-}
-
-void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3])
-{
- float t[3];
- t[0] = v[0] - in->m[0][3];
- t[1] = v[1] - in->m[1][3];
- t[2] = v[2] - in->m[2][3];
- out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0];
- out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1];
- out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2];
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- Matrix3x4_Copy(out, &base);
- Matrix3x4_CreateTranslate(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- Matrix3x4_Copy(out, &base);
- Matrix3x4_CreateRotate(&temp, angle, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatScale (matrix3x4_t *out, float x)
-{
- matrix3x4_t base, temp;
- Matrix3x4_Copy(out, &base);
- Matrix3x4_CreateScale(&temp, x);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- Matrix3x4_Copy(out, &base);
- Matrix3x4_CreateScale3(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}